mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
tests: Move the drawing and readback implementation to the d3d12 shader runner.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
85d61f0c64
commit
09e3018b6d
@ -115,7 +115,8 @@ vkd3d_shader_tests = \
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vkd3d_test_headers = \
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vkd3d_test_headers = \
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tests/d3d12_crosstest.h \
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tests/d3d12_crosstest.h \
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tests/d3d12_test_utils.h \
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tests/d3d12_test_utils.h \
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tests/shader_runner.h
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tests/shader_runner.h \
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tests/utils.h
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vkd3d_demos = \
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vkd3d_demos = \
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demos/vkd3d-gears \
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demos/vkd3d-gears \
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@ -19,10 +19,7 @@
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#ifndef __VKD3D_D3D12_TEST_UTILS_H
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#ifndef __VKD3D_D3D12_TEST_UTILS_H
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#define __VKD3D_D3D12_TEST_UTILS_H
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#define __VKD3D_D3D12_TEST_UTILS_H
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struct vec4
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#include "utils.h"
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{
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float x, y, z, w;
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};
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#define wait_queue_idle(a, b) wait_queue_idle_(__LINE__, a, b)
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#define wait_queue_idle(a, b) wait_queue_idle_(__LINE__, a, b)
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static void wait_queue_idle_(unsigned int line, ID3D12Device *device, ID3D12CommandQueue *queue);
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static void wait_queue_idle_(unsigned int line, ID3D12Device *device, ID3D12CommandQueue *queue);
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@ -42,9 +42,24 @@
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* DEALINGS IN THE SOFTWARE.
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* DEALINGS IN THE SOFTWARE.
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*/
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*/
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#include "d3d12_crosstest.h"
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#ifdef __MINGW32__
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#include "shader_runner.h"
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# define _HRESULT_DEFINED
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typedef int HRESULT;
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#endif
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#define COBJMACROS
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#define CONST_VTABLE
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#include "config.h"
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#include <ctype.h>
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#include <errno.h>
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#include <errno.h>
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#include <stdbool.h>
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#include <stdio.h>
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#include "vkd3d_windows.h"
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#include "vkd3d_d3dcommon.h"
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#include "vkd3d_d3dcompiler.h"
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#include "vkd3d_common.h"
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#include "vkd3d_test.h"
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#include "shader_runner.h"
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static void VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2) fatal_error(const char *format, ...)
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static void VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2) fatal_error(const char *format, ...)
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{
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{
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@ -56,89 +71,8 @@ static void VKD3D_NORETURN VKD3D_PRINTF_FUNC(1, 2) fatal_error(const char *forma
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exit(1);
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exit(1);
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}
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}
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static bool vkd3d_array_reserve(void **elements, size_t *capacity, size_t element_count, size_t element_size)
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{
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size_t new_capacity, max_capacity;
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void *new_elements;
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if (element_count <= *capacity)
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return true;
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max_capacity = ~(size_t)0 / element_size;
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if (max_capacity < element_count)
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return false;
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new_capacity = max(*capacity, 4);
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while (new_capacity < element_count && new_capacity <= max_capacity / 2)
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new_capacity *= 2;
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if (new_capacity < element_count)
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new_capacity = element_count;
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if (!(new_elements = realloc(*elements, new_capacity * element_size)))
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return false;
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*elements = new_elements;
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*capacity = new_capacity;
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return true;
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}
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enum texture_data_type
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{
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TEXTURE_DATA_FLOAT,
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TEXTURE_DATA_SINT,
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TEXTURE_DATA_UINT,
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};
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struct sampler
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{
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unsigned int slot;
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D3D12_FILTER filter;
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D3D12_TEXTURE_ADDRESS_MODE u_address, v_address, w_address;
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};
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struct texture
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{
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unsigned int slot;
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DXGI_FORMAT format;
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enum texture_data_type data_type;
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unsigned int texel_size;
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unsigned int width, height;
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uint8_t *data;
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size_t data_size, data_capacity;
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D3D12_DESCRIPTOR_RANGE descriptor_range;
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ID3D12DescriptorHeap *heap;
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ID3D12Resource *resource;
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unsigned int root_index;
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};
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struct shader_context
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{
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const struct shader_runner_ops *ops;
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struct test_context c;
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enum shader_model minimum_shader_model;
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ID3D10Blob *ps_code;
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uint32_t *uniforms;
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size_t uniform_count;
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struct texture *textures;
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size_t texture_count;
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struct sampler *samplers;
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size_t sampler_count;
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};
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static void free_texture(struct texture *texture)
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static void free_texture(struct texture *texture)
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{
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{
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ID3D12DescriptorHeap_Release(texture->heap);
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ID3D12Resource_Release(texture->resource);
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free(texture->data);
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free(texture->data);
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memset(texture, 0, sizeof(*texture));
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memset(texture, 0, sizeof(*texture));
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}
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}
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@ -352,119 +286,11 @@ static void parse_test_directive(struct shader_context *context, const char *lin
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{
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{
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if (match_string(line, "draw quad", &line))
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if (match_string(line, "draw quad", &line))
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{
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{
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D3D12_SHADER_BYTECODE ps
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context->ops->draw_quad(context);
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= {ID3D10Blob_GetBufferPointer(context->ps_code), ID3D10Blob_GetBufferSize(context->ps_code)};
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ID3D12GraphicsCommandList *command_list = context->c.list;
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
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D3D12_ROOT_PARAMETER root_params[3], *root_param;
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D3D12_STATIC_SAMPLER_DESC static_samplers[1];
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static const float clear_color[4];
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unsigned int uniform_index;
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ID3D12PipelineState *pso;
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HRESULT hr;
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size_t i;
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root_signature_desc.NumParameters = 0;
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root_signature_desc.pParameters = root_params;
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root_signature_desc.NumStaticSamplers = 0;
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root_signature_desc.pStaticSamplers = static_samplers;
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if (context->uniform_count)
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{
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uniform_index = root_signature_desc.NumParameters++;
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root_param = &root_params[uniform_index];
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root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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root_param->Constants.ShaderRegister = 0;
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root_param->Constants.RegisterSpace = 0;
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root_param->Constants.Num32BitValues = context->uniform_count;
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root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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}
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for (i = 0; i < context->texture_count; ++i)
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{
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struct texture *texture = &context->textures[i];
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D3D12_DESCRIPTOR_RANGE *range = &texture->descriptor_range;
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D3D12_SUBRESOURCE_DATA resource_data;
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texture->root_index = root_signature_desc.NumParameters++;
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root_param = &root_params[texture->root_index];
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root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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root_param->DescriptorTable.NumDescriptorRanges = 1;
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root_param->DescriptorTable.pDescriptorRanges = range;
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root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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range->NumDescriptors = 1;
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range->BaseShaderRegister = texture->slot;
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range->RegisterSpace = 0;
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range->OffsetInDescriptorsFromTableStart = 0;
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if (!texture->resource)
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{
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texture->heap = create_gpu_descriptor_heap(context->c.device,
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
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texture->resource = create_default_texture(context->c.device, texture->width, texture->height,
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texture->format, 0, D3D12_RESOURCE_STATE_COPY_DEST);
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resource_data.pData = texture->data;
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resource_data.SlicePitch = resource_data.RowPitch = texture->width * texture->texel_size;
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upload_texture_data(texture->resource, &resource_data, 1, context->c.queue, command_list);
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reset_command_list(command_list, context->c.allocator);
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transition_resource_state(command_list, texture->resource, D3D12_RESOURCE_STATE_COPY_DEST,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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ID3D12Device_CreateShaderResourceView(context->c.device, texture->resource,
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NULL, get_cpu_descriptor_handle(&context->c, texture->heap, 0));
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}
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}
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assert(root_signature_desc.NumParameters <= ARRAY_SIZE(root_params));
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for (i = 0; i < context->sampler_count; ++i)
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{
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D3D12_STATIC_SAMPLER_DESC *sampler_desc = &static_samplers[root_signature_desc.NumStaticSamplers++];
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const struct sampler *sampler = &context->samplers[i];
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memset(sampler_desc, 0, sizeof(*sampler_desc));
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sampler_desc->Filter = sampler->filter;
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sampler_desc->AddressU = sampler->u_address;
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sampler_desc->AddressV = sampler->v_address;
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sampler_desc->AddressW = sampler->w_address;
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sampler_desc->ShaderRegister = sampler->slot;
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sampler_desc->RegisterSpace = 0;
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sampler_desc->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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}
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if (context->c.root_signature)
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ID3D12RootSignature_Release(context->c.root_signature);
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hr = create_root_signature(context->c.device, &root_signature_desc, &context->c.root_signature);
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ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
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pso = create_pipeline_state(context->c.device, context->c.root_signature, context->c.render_target_desc.Format,
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NULL, &ps, NULL);
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if (!pso)
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return;
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vkd3d_array_reserve((void **)&context->c.pso, &context->c.pso_capacity, context->c.pso_count + 1, sizeof(*context->c.pso));
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context->c.pso[context->c.pso_count++] = pso;
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->c.root_signature);
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if (context->uniform_count)
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, uniform_index,
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context->uniform_count, context->uniforms, 0);
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for (i = 0; i < context->texture_count; ++i)
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, context->textures[i].root_index,
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get_gpu_descriptor_handle(&context->c, context->textures[i].heap, 0));
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->c.rtv, false, NULL);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context->c.scissor_rect);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context->c.viewport);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context->c.rtv, clear_color, 0, NULL);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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transition_resource_state(command_list, context->c.render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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}
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}
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else if (match_string(line, "probe all rgba", &line))
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else if (match_string(line, "probe all rgba", &line))
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{
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{
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static const RECT rect = {0, 0, 640, 480};
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unsigned int ulps;
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unsigned int ulps;
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struct vec4 v;
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struct vec4 v;
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int ret;
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int ret;
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@ -474,13 +300,12 @@ static void parse_test_directive(struct shader_context *context, const char *lin
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fatal_error("Malformed probe arguments '%s'.\n", line);
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fatal_error("Malformed probe arguments '%s'.\n", line);
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if (ret < 5)
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if (ret < 5)
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ulps = 0;
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ulps = 0;
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check_sub_resource_vec4(context->c.render_target, 0, context->c.queue, context->c.list, &v, ulps);
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reset_command_list(context->c.list, context->c.allocator);
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context->ops->probe_vec4(context, &rect, &v, ulps);
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}
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}
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else if (match_string(line, "probe rect rgba", &line))
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else if (match_string(line, "probe rect rgba", &line))
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{
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{
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unsigned int x, y, w, h, ulps;
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unsigned int x, y, w, h, ulps;
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struct resource_readback rb;
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struct vec4 v;
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struct vec4 v;
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RECT rect;
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RECT rect;
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int ret;
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int ret;
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@ -492,18 +317,14 @@ static void parse_test_directive(struct shader_context *context, const char *lin
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if (ret < 9)
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if (ret < 9)
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ulps = 0;
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ulps = 0;
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get_texture_readback_with_command_list(context->c.render_target, 0, &rb, context->c.queue, context->c.list);
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rect.left = x;
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rect.left = x;
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rect.right = x + w;
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rect.right = x + w;
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rect.top = y;
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rect.top = y;
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rect.bottom = y + h;
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rect.bottom = y + h;
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check_readback_data_vec4(&rb, &rect, &v, ulps);
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context->ops->probe_vec4(context, &rect, &v, ulps);
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release_resource_readback(&rb);
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reset_command_list(context->c.list, context->c.allocator);
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}
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}
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else if (match_string(line, "probe rgba", &line))
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else if (match_string(line, "probe rgba", &line))
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{
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{
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struct resource_readback rb;
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unsigned int x, y, ulps;
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unsigned int x, y, ulps;
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struct vec4 v;
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struct vec4 v;
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RECT rect;
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RECT rect;
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@ -515,14 +336,11 @@ static void parse_test_directive(struct shader_context *context, const char *lin
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if (ret < 7)
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if (ret < 7)
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ulps = 0;
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ulps = 0;
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get_texture_readback_with_command_list(context->c.render_target, 0, &rb, context->c.queue, context->c.list);
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rect.left = x;
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rect.left = x;
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rect.right = x + 1;
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rect.right = x + 1;
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rect.top = y;
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rect.top = y;
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rect.bottom = y + 1;
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rect.bottom = y + 1;
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check_readback_data_vec4(&rb, &rect, &v, ulps);
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context->ops->probe_vec4(context, &rect, &v, ulps);
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release_resource_readback(&rb);
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reset_command_list(context->c.list, context->c.allocator);
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}
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}
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else if (match_string(line, "uniform", &line))
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else if (match_string(line, "uniform", &line))
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{
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{
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@ -622,30 +440,18 @@ static struct texture *get_texture(struct shader_context *context, unsigned int
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return NULL;
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return NULL;
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}
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}
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void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops)
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void run_shader_tests(struct shader_context *context, int argc, char **argv, const struct shader_runner_ops *ops)
|
||||||
{
|
{
|
||||||
static const struct test_context_desc desc =
|
|
||||||
{
|
|
||||||
.rt_width = 640,
|
|
||||||
.rt_height = 480,
|
|
||||||
.no_root_signature = true,
|
|
||||||
.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT,
|
|
||||||
};
|
|
||||||
size_t shader_source_size = 0, shader_source_len = 0;
|
size_t shader_source_size = 0, shader_source_len = 0;
|
||||||
struct sampler *current_sampler = NULL;
|
struct sampler *current_sampler = NULL;
|
||||||
struct texture *current_texture = NULL;
|
struct texture *current_texture = NULL;
|
||||||
enum parse_state state = STATE_NONE;
|
enum parse_state state = STATE_NONE;
|
||||||
unsigned int i, line_number = 0;
|
unsigned int i, line_number = 0;
|
||||||
struct shader_context context;
|
|
||||||
const char *filename = NULL;
|
const char *filename = NULL;
|
||||||
char *shader_source = NULL;
|
char *shader_source = NULL;
|
||||||
char line[256];
|
char line[256];
|
||||||
FILE *f;
|
FILE *f;
|
||||||
|
|
||||||
parse_args(argc, argv);
|
|
||||||
enable_d3d12_debug_layer(argc, argv);
|
|
||||||
init_adapter_info();
|
|
||||||
|
|
||||||
for (i = 1; i < argc; ++i)
|
for (i = 1; i < argc; ++i)
|
||||||
{
|
{
|
||||||
if (argv[i][0] != '-')
|
if (argv[i][0] != '-')
|
||||||
@ -667,9 +473,8 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
memset(&context, 0, sizeof(context));
|
memset(context, 0, sizeof(*context));
|
||||||
context.ops = ops;
|
context->ops = ops;
|
||||||
init_test_context(&context.c, &desc);
|
|
||||||
|
|
||||||
for (;;)
|
for (;;)
|
||||||
{
|
{
|
||||||
@ -689,7 +494,8 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
|
|||||||
break;
|
break;
|
||||||
|
|
||||||
case STATE_SHADER_PIXEL:
|
case STATE_SHADER_PIXEL:
|
||||||
if (!(context.ps_code = context.ops->compile_shader(shader_source, context.minimum_shader_model)))
|
if (!(context->ps_code = context->ops->compile_shader(context,
|
||||||
|
shader_source, context->minimum_shader_model)))
|
||||||
return;
|
return;
|
||||||
shader_source_len = 0;
|
shader_source_len = 0;
|
||||||
break;
|
break;
|
||||||
@ -784,9 +590,9 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
|
|||||||
{
|
{
|
||||||
state = STATE_SHADER_PIXEL;
|
state = STATE_SHADER_PIXEL;
|
||||||
|
|
||||||
if (context.ps_code)
|
if (context->ps_code)
|
||||||
ID3D10Blob_Release(context.ps_code);
|
ID3D10Blob_Release(context->ps_code);
|
||||||
context.ps_code = NULL;
|
context->ps_code = NULL;
|
||||||
}
|
}
|
||||||
else if (!strcmp(line, "[pixel shader fail]\n"))
|
else if (!strcmp(line, "[pixel shader fail]\n"))
|
||||||
{
|
{
|
||||||
@ -796,15 +602,15 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
|
|||||||
{
|
{
|
||||||
state = STATE_SAMPLER;
|
state = STATE_SAMPLER;
|
||||||
|
|
||||||
if ((current_sampler = get_sampler(&context, index)))
|
if ((current_sampler = get_sampler(context, index)))
|
||||||
{
|
{
|
||||||
memset(current_sampler, 0, sizeof(*current_sampler));
|
memset(current_sampler, 0, sizeof(*current_sampler));
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
context.samplers = realloc(context.samplers,
|
context->samplers = realloc(context->samplers,
|
||||||
++context.sampler_count * sizeof(*context.samplers));
|
++context->sampler_count * sizeof(*context->samplers));
|
||||||
current_sampler = &context.samplers[context.sampler_count - 1];
|
current_sampler = &context->samplers[context->sampler_count - 1];
|
||||||
memset(current_sampler, 0, sizeof(*current_sampler));
|
memset(current_sampler, 0, sizeof(*current_sampler));
|
||||||
}
|
}
|
||||||
current_sampler->slot = index;
|
current_sampler->slot = index;
|
||||||
@ -817,15 +623,15 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
|
|||||||
{
|
{
|
||||||
state = STATE_TEXTURE;
|
state = STATE_TEXTURE;
|
||||||
|
|
||||||
if ((current_texture = get_texture(&context, index)))
|
if ((current_texture = get_texture(context, index)))
|
||||||
{
|
{
|
||||||
free_texture(current_texture);
|
free_texture(current_texture);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
context.textures = realloc(context.textures,
|
context->textures = realloc(context->textures,
|
||||||
++context.texture_count * sizeof(*context.textures));
|
++context->texture_count * sizeof(*context->textures));
|
||||||
current_texture = &context.textures[context.texture_count - 1];
|
current_texture = &context->textures[context->texture_count - 1];
|
||||||
memset(current_texture, 0, sizeof(*current_texture));
|
memset(current_texture, 0, sizeof(*current_texture));
|
||||||
}
|
}
|
||||||
current_texture->slot = index;
|
current_texture->slot = index;
|
||||||
@ -870,7 +676,7 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
|
|||||||
}
|
}
|
||||||
|
|
||||||
case STATE_REQUIRE:
|
case STATE_REQUIRE:
|
||||||
parse_require_directive(&context, line);
|
parse_require_directive(context, line);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case STATE_SAMPLER:
|
case STATE_SAMPLER:
|
||||||
@ -882,17 +688,16 @@ void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops
|
|||||||
break;
|
break;
|
||||||
|
|
||||||
case STATE_TEST:
|
case STATE_TEST:
|
||||||
parse_test_directive(&context, line);
|
parse_test_directive(context, line);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (context.ps_code)
|
if (context->ps_code)
|
||||||
ID3D10Blob_Release(context.ps_code);
|
ID3D10Blob_Release(context->ps_code);
|
||||||
for (i = 0; i < context.texture_count; ++i)
|
for (i = 0; i < context->texture_count; ++i)
|
||||||
free_texture(&context.textures[i]);
|
free_texture(&context->textures[i]);
|
||||||
destroy_test_context(&context.c);
|
|
||||||
|
|
||||||
fclose(f);
|
fclose(f);
|
||||||
}
|
}
|
||||||
|
@ -18,6 +18,9 @@
|
|||||||
|
|
||||||
#include "vkd3d_windows.h"
|
#include "vkd3d_windows.h"
|
||||||
#include "vkd3d_d3dcommon.h"
|
#include "vkd3d_d3dcommon.h"
|
||||||
|
#include "vkd3d_d3d12.h"
|
||||||
|
#include "vkd3d_dxgiformat.h"
|
||||||
|
#include "utils.h"
|
||||||
|
|
||||||
enum shader_model
|
enum shader_model
|
||||||
{
|
{
|
||||||
@ -27,11 +30,62 @@ enum shader_model
|
|||||||
SHADER_MODEL_5_1,
|
SHADER_MODEL_5_1,
|
||||||
};
|
};
|
||||||
|
|
||||||
struct shader_runner_ops
|
enum texture_data_type
|
||||||
{
|
{
|
||||||
ID3D10Blob *(*compile_shader)(const char *source, enum shader_model minimum_shader_model);
|
TEXTURE_DATA_FLOAT,
|
||||||
|
TEXTURE_DATA_SINT,
|
||||||
|
TEXTURE_DATA_UINT,
|
||||||
};
|
};
|
||||||
|
|
||||||
void run_shader_tests(int argc, char **argv, const struct shader_runner_ops *ops);
|
struct sampler
|
||||||
|
{
|
||||||
|
unsigned int slot;
|
||||||
|
|
||||||
|
D3D12_FILTER filter;
|
||||||
|
D3D12_TEXTURE_ADDRESS_MODE u_address, v_address, w_address;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct texture
|
||||||
|
{
|
||||||
|
unsigned int slot;
|
||||||
|
|
||||||
|
DXGI_FORMAT format;
|
||||||
|
enum texture_data_type data_type;
|
||||||
|
unsigned int texel_size;
|
||||||
|
unsigned int width, height;
|
||||||
|
uint8_t *data;
|
||||||
|
size_t data_size, data_capacity;
|
||||||
|
|
||||||
|
D3D12_DESCRIPTOR_RANGE descriptor_range;
|
||||||
|
ID3D12DescriptorHeap *heap;
|
||||||
|
ID3D12Resource *resource;
|
||||||
|
unsigned int root_index;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct shader_context
|
||||||
|
{
|
||||||
|
const struct shader_runner_ops *ops;
|
||||||
|
|
||||||
|
ID3D10Blob *ps_code;
|
||||||
|
enum shader_model minimum_shader_model;
|
||||||
|
|
||||||
|
uint32_t *uniforms;
|
||||||
|
size_t uniform_count;
|
||||||
|
|
||||||
|
struct texture *textures;
|
||||||
|
size_t texture_count;
|
||||||
|
|
||||||
|
struct sampler *samplers;
|
||||||
|
size_t sampler_count;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct shader_runner_ops
|
||||||
|
{
|
||||||
|
ID3D10Blob *(*compile_shader)(struct shader_context *context, const char *source, enum shader_model minimum_shader_model);
|
||||||
|
void (*draw_quad)(struct shader_context *context);
|
||||||
|
void (*probe_vec4)(struct shader_context *context, const RECT *rect, const struct vec4 *v, unsigned int ulps);
|
||||||
|
};
|
||||||
|
|
||||||
|
void run_shader_tests(struct shader_context *context, int argc, char **argv, const struct shader_runner_ops *ops);
|
||||||
|
|
||||||
void run_shader_tests_d3d12(int argc, char **argv);
|
void run_shader_tests_d3d12(int argc, char **argv);
|
||||||
|
@ -16,21 +16,28 @@
|
|||||||
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
|
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#ifdef __MINGW32__
|
#include "config.h"
|
||||||
# define _HRESULT_DEFINED
|
#include <assert.h>
|
||||||
typedef int HRESULT;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#define COBJMACROS
|
#define COBJMACROS
|
||||||
#define CONST_VTABLE
|
#define CONST_VTABLE
|
||||||
#define VKD3D_TEST_NO_DEFS
|
#define VKD3D_TEST_NO_DEFS
|
||||||
#include "vkd3d_windows.h"
|
#include "d3d12_crosstest.h"
|
||||||
#include "vkd3d_d3dcommon.h"
|
|
||||||
#include "vkd3d_d3dcompiler.h"
|
|
||||||
#include "vkd3d_test.h"
|
|
||||||
#include "shader_runner.h"
|
#include "shader_runner.h"
|
||||||
|
|
||||||
static ID3D10Blob *d3d12_runner_compile_shader(const char *source, enum shader_model shader_model)
|
struct d3d12_shader_context
|
||||||
|
{
|
||||||
|
struct shader_context c;
|
||||||
|
|
||||||
|
struct test_context test_context;
|
||||||
|
};
|
||||||
|
|
||||||
|
static struct d3d12_shader_context *d3d12_shader_context(struct shader_context *c)
|
||||||
|
{
|
||||||
|
return CONTAINING_RECORD(c, struct d3d12_shader_context, c);
|
||||||
|
}
|
||||||
|
|
||||||
|
static ID3D10Blob *d3d12_runner_compile_shader(struct shader_context *c,
|
||||||
|
const char *source, enum shader_model shader_model)
|
||||||
{
|
{
|
||||||
ID3D10Blob *blob = NULL, *errors = NULL;
|
ID3D10Blob *blob = NULL, *errors = NULL;
|
||||||
HRESULT hr;
|
HRESULT hr;
|
||||||
@ -55,12 +62,183 @@ static ID3D10Blob *d3d12_runner_compile_shader(const char *source, enum shader_m
|
|||||||
return blob;
|
return blob;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static void d3d12_runner_draw_quad(struct shader_context *c)
|
||||||
|
{
|
||||||
|
struct d3d12_shader_context *context = d3d12_shader_context(c);
|
||||||
|
struct test_context *test_context = &context->test_context;
|
||||||
|
|
||||||
|
D3D12_SHADER_BYTECODE ps
|
||||||
|
= {ID3D10Blob_GetBufferPointer(context->c.ps_code), ID3D10Blob_GetBufferSize(context->c.ps_code)};
|
||||||
|
ID3D12GraphicsCommandList *command_list = test_context->list;
|
||||||
|
D3D12_ROOT_SIGNATURE_DESC root_signature_desc = {0};
|
||||||
|
D3D12_ROOT_PARAMETER root_params[3], *root_param;
|
||||||
|
ID3D12CommandQueue *queue = test_context->queue;
|
||||||
|
D3D12_STATIC_SAMPLER_DESC static_samplers[1];
|
||||||
|
ID3D12Device *device = test_context->device;
|
||||||
|
static const float clear_color[4];
|
||||||
|
unsigned int uniform_index;
|
||||||
|
ID3D12PipelineState *pso;
|
||||||
|
HRESULT hr;
|
||||||
|
size_t i;
|
||||||
|
|
||||||
|
root_signature_desc.NumParameters = 0;
|
||||||
|
root_signature_desc.pParameters = root_params;
|
||||||
|
root_signature_desc.NumStaticSamplers = 0;
|
||||||
|
root_signature_desc.pStaticSamplers = static_samplers;
|
||||||
|
|
||||||
|
if (context->c.uniform_count)
|
||||||
|
{
|
||||||
|
uniform_index = root_signature_desc.NumParameters++;
|
||||||
|
root_param = &root_params[uniform_index];
|
||||||
|
root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
|
||||||
|
root_param->Constants.ShaderRegister = 0;
|
||||||
|
root_param->Constants.RegisterSpace = 0;
|
||||||
|
root_param->Constants.Num32BitValues = context->c.uniform_count;
|
||||||
|
root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (i = 0; i < context->c.texture_count; ++i)
|
||||||
|
{
|
||||||
|
struct texture *texture = &context->c.textures[i];
|
||||||
|
D3D12_SUBRESOURCE_DATA resource_data;
|
||||||
|
D3D12_DESCRIPTOR_RANGE *range;
|
||||||
|
ID3D12Resource *resource;
|
||||||
|
|
||||||
|
range = &texture->descriptor_range;
|
||||||
|
|
||||||
|
texture->root_index = root_signature_desc.NumParameters++;
|
||||||
|
root_param = &root_params[texture->root_index];
|
||||||
|
root_param->ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
|
||||||
|
root_param->DescriptorTable.NumDescriptorRanges = 1;
|
||||||
|
root_param->DescriptorTable.pDescriptorRanges = range;
|
||||||
|
root_param->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
|
||||||
|
|
||||||
|
range->RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
|
||||||
|
range->NumDescriptors = 1;
|
||||||
|
range->BaseShaderRegister = texture->slot;
|
||||||
|
range->RegisterSpace = 0;
|
||||||
|
range->OffsetInDescriptorsFromTableStart = 0;
|
||||||
|
|
||||||
|
texture->heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
|
||||||
|
resource = create_default_texture(device, texture->width, texture->height,
|
||||||
|
texture->format, 0, D3D12_RESOURCE_STATE_COPY_DEST);
|
||||||
|
resource_data.pData = texture->data;
|
||||||
|
resource_data.SlicePitch = resource_data.RowPitch = texture->width * texture->texel_size;
|
||||||
|
upload_texture_data(resource, &resource_data, 1, queue, command_list);
|
||||||
|
reset_command_list(command_list, test_context->allocator);
|
||||||
|
transition_resource_state(command_list, resource, D3D12_RESOURCE_STATE_COPY_DEST,
|
||||||
|
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
||||||
|
ID3D12Device_CreateShaderResourceView(device, resource,
|
||||||
|
NULL, get_cpu_descriptor_handle(test_context, texture->heap, 0));
|
||||||
|
|
||||||
|
texture->resource = resource;
|
||||||
|
}
|
||||||
|
|
||||||
|
assert(root_signature_desc.NumParameters <= ARRAY_SIZE(root_params));
|
||||||
|
|
||||||
|
for (i = 0; i < context->c.sampler_count; ++i)
|
||||||
|
{
|
||||||
|
D3D12_STATIC_SAMPLER_DESC *sampler_desc = &static_samplers[root_signature_desc.NumStaticSamplers++];
|
||||||
|
const struct sampler *sampler = &context->c.samplers[i];
|
||||||
|
|
||||||
|
memset(sampler_desc, 0, sizeof(*sampler_desc));
|
||||||
|
sampler_desc->Filter = sampler->filter;
|
||||||
|
sampler_desc->AddressU = sampler->u_address;
|
||||||
|
sampler_desc->AddressV = sampler->v_address;
|
||||||
|
sampler_desc->AddressW = sampler->w_address;
|
||||||
|
sampler_desc->ShaderRegister = sampler->slot;
|
||||||
|
sampler_desc->RegisterSpace = 0;
|
||||||
|
sampler_desc->ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (test_context->root_signature)
|
||||||
|
ID3D12RootSignature_Release(test_context->root_signature);
|
||||||
|
hr = create_root_signature(device, &root_signature_desc, &test_context->root_signature);
|
||||||
|
ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
|
||||||
|
|
||||||
|
pso = create_pipeline_state(device, test_context->root_signature,
|
||||||
|
test_context->render_target_desc.Format, NULL, &ps, NULL);
|
||||||
|
if (!pso)
|
||||||
|
return;
|
||||||
|
vkd3d_array_reserve((void **)&test_context->pso, &test_context->pso_capacity,
|
||||||
|
test_context->pso_count + 1, sizeof(*test_context->pso));
|
||||||
|
test_context->pso[test_context->pso_count++] = pso;
|
||||||
|
|
||||||
|
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, test_context->root_signature);
|
||||||
|
if (context->c.uniform_count)
|
||||||
|
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, uniform_index,
|
||||||
|
context->c.uniform_count, context->c.uniforms, 0);
|
||||||
|
for (i = 0; i < context->c.texture_count; ++i)
|
||||||
|
{
|
||||||
|
struct texture *texture = &context->c.textures[i];
|
||||||
|
|
||||||
|
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, texture->root_index,
|
||||||
|
get_gpu_descriptor_handle(test_context, texture->heap, 0));
|
||||||
|
}
|
||||||
|
|
||||||
|
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &test_context->rtv, false, NULL);
|
||||||
|
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &test_context->scissor_rect);
|
||||||
|
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &test_context->viewport);
|
||||||
|
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||||
|
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, test_context->rtv, clear_color, 0, NULL);
|
||||||
|
ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
|
||||||
|
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
|
||||||
|
transition_resource_state(command_list, test_context->render_target,
|
||||||
|
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||||
|
|
||||||
|
/* Finish the command list so that we can destroy objects. */
|
||||||
|
hr = ID3D12GraphicsCommandList_Close(command_list);
|
||||||
|
ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
|
||||||
|
exec_command_list(queue, command_list);
|
||||||
|
wait_queue_idle(device, queue);
|
||||||
|
reset_command_list(command_list, test_context->allocator);
|
||||||
|
|
||||||
|
for (i = 0; i < context->c.texture_count; ++i)
|
||||||
|
{
|
||||||
|
struct texture *texture = &context->c.textures[i];
|
||||||
|
|
||||||
|
ID3D12DescriptorHeap_Release(texture->heap);
|
||||||
|
ID3D12Resource_Release(texture->resource);
|
||||||
|
free(texture);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static void d3d12_runner_probe_vec4(struct shader_context *c,
|
||||||
|
const RECT *rect, const struct vec4 *v, unsigned int ulps)
|
||||||
|
{
|
||||||
|
struct d3d12_shader_context *context = d3d12_shader_context(c);
|
||||||
|
struct test_context *test_context = &context->test_context;
|
||||||
|
struct resource_readback rb;
|
||||||
|
|
||||||
|
get_texture_readback_with_command_list(test_context->render_target, 0, &rb,
|
||||||
|
test_context->queue, test_context->list);
|
||||||
|
check_readback_data_vec4(&rb, rect, v, ulps);
|
||||||
|
release_resource_readback(&rb);
|
||||||
|
reset_command_list(test_context->list, test_context->allocator);
|
||||||
|
}
|
||||||
|
|
||||||
static const struct shader_runner_ops d3d12_runner_ops =
|
static const struct shader_runner_ops d3d12_runner_ops =
|
||||||
{
|
{
|
||||||
.compile_shader = d3d12_runner_compile_shader,
|
.compile_shader = d3d12_runner_compile_shader,
|
||||||
|
.draw_quad = d3d12_runner_draw_quad,
|
||||||
|
.probe_vec4 = d3d12_runner_probe_vec4,
|
||||||
};
|
};
|
||||||
|
|
||||||
void run_shader_tests_d3d12(int argc, char **argv)
|
void run_shader_tests_d3d12(int argc, char **argv)
|
||||||
{
|
{
|
||||||
run_shader_tests(argc, argv, &d3d12_runner_ops);
|
static const struct test_context_desc desc =
|
||||||
|
{
|
||||||
|
.rt_width = 640,
|
||||||
|
.rt_height = 480,
|
||||||
|
.no_root_signature = true,
|
||||||
|
.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT,
|
||||||
|
};
|
||||||
|
struct d3d12_shader_context context;
|
||||||
|
|
||||||
|
parse_args(argc, argv);
|
||||||
|
enable_d3d12_debug_layer(argc, argv);
|
||||||
|
init_adapter_info();
|
||||||
|
init_test_context(&context.test_context, &desc);
|
||||||
|
run_shader_tests(&context.c, argc, argv, &d3d12_runner_ops);
|
||||||
|
destroy_test_context(&context.test_context);
|
||||||
}
|
}
|
||||||
|
58
tests/utils.h
Normal file
58
tests/utils.h
Normal file
@ -0,0 +1,58 @@
|
|||||||
|
/*
|
||||||
|
* Copyright 2016-2018 Józef Kucia for CodeWeavers
|
||||||
|
*
|
||||||
|
* This library is free software; you can redistribute it and/or
|
||||||
|
* modify it under the terms of the GNU Lesser General Public
|
||||||
|
* License as published by the Free Software Foundation; either
|
||||||
|
* version 2.1 of the License, or (at your option) any later version.
|
||||||
|
*
|
||||||
|
* This library is distributed in the hope that it will be useful,
|
||||||
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||||
|
* Lesser General Public License for more details.
|
||||||
|
*
|
||||||
|
* You should have received a copy of the GNU Lesser General Public
|
||||||
|
* License along with this library; if not, write to the Free Software
|
||||||
|
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
|
||||||
|
*/
|
||||||
|
|
||||||
|
#ifndef __VKD3D_TEST_UTILS_H
|
||||||
|
#define __VKD3D_TEST_UTILS_H
|
||||||
|
|
||||||
|
#include <stdbool.h>
|
||||||
|
#include <stdlib.h>
|
||||||
|
|
||||||
|
struct vec4
|
||||||
|
{
|
||||||
|
float x, y, z, w;
|
||||||
|
};
|
||||||
|
|
||||||
|
static inline bool vkd3d_array_reserve(void **elements, size_t *capacity, size_t element_count, size_t element_size)
|
||||||
|
{
|
||||||
|
size_t new_capacity, max_capacity;
|
||||||
|
void *new_elements;
|
||||||
|
|
||||||
|
if (element_count <= *capacity)
|
||||||
|
return true;
|
||||||
|
|
||||||
|
max_capacity = ~(size_t)0 / element_size;
|
||||||
|
if (max_capacity < element_count)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
new_capacity = max(*capacity, 4);
|
||||||
|
while (new_capacity < element_count && new_capacity <= max_capacity / 2)
|
||||||
|
new_capacity *= 2;
|
||||||
|
|
||||||
|
if (new_capacity < element_count)
|
||||||
|
new_capacity = element_count;
|
||||||
|
|
||||||
|
if (!(new_elements = realloc(*elements, new_capacity * element_size)))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
*elements = new_elements;
|
||||||
|
*capacity = new_capacity;
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
Loading…
Reference in New Issue
Block a user